The following homebrew adds a modern option to the Rogue class in 5E TTRPGs. All of the core Rogue class abilities can stay rules as written; see the official 5E System Reference Document (SRD v5) for details. Note: This subclass has not yet gone through playtesting.
Hacker
“We are Anonymous. We are Legion.” You are a master of digital infiltration, an invisible thief in the Information Age. Whether you’re a corporate saboteur, underground hacktivist, or black-ops agent, you see firewalls as locked doors and code as your weapon of choice. Your tools aren’t just daggers and picks, but scripts, viruses, and neural links. In your hands, data is deadlier than steel.
Level 3: Digital Infiltrator
When you choose this archetype, you gain expertise in the tools of your trade.
Proficiencies. You gain proficiency with Hacking Kiy tools (a specialized kit of cables, drives, and interface devices). If you already have this proficiency, you instead gain expertise in it.
Data Intrusion. When you make an ability check using your Hacking Kit to access, alter, or disable a digital or electronic system, you can add your Sneak Attack damage die (without rolling it) as a bonus to the check.
Stealth in the System. When you successfully access a digital network or device, you can choose to remain hidden within it. Until you fail a check or log out, your presence cannot be detected by basic security measures or AI sweeps.
Level 3: Cyber Tools
You learn to use advanced tech as effectively as traditional thieves’ tools. While you are carrying a Hacking Kit (or equivalent terminal interface), you can perform the following actions:
* Bypass Firewalls: As a bonus action, you can temporarily disable security software, granting yourself or an ally advantage on the next Intelligence or Dexterity check with a Hacking Kit before the end of your turn.
* Spoof Signature: As part of a Stealth check, you can mask your digital or personal identity, preventing surveillance systems or AIs from tracking you for 1 hour.
You can use each of these benefits a number of times equal to your Proficiency Bonus, regaining all uses when you finish a long rest:
Level 3: Exploit Weakness
Your understanding of systems, both digital and biological, lets you find the hidden flaw in everything. Once per turn, when you deal your Sneak Attack damage to a creature, you can choose to disable one of its systems temporarily:
* The target’s movement is reduced by 10 feet until the start of your next turn, or
* The target has disadvantage on the next attack roll or ability check it makes before the start of your next turn.
Against mechanical creatures or constructs, this interference manifests as a localized shutdown, spark, or system lag.
Level 9: Ghost in the System
You can become invisible not only to sight but to detection itself.
* You can’t be tracked by magical or technological means unless you allow it.
* You can spend 1 minute setting up a digital ghost, a decoy signal or false identity in cyberspace. For the next 8 hours, anyone attempting to trace you is instead directed to this false trail.
* Additionally, you can use Cunning Action to take the Hide action even while observed by cameras, sensors, or drones, as your gear projects false visual data.
Level 13: Overclock
You can push your mind and body beyond normal human limits by syncing with your neural rig. As a bonus action, you enter an Overclocked State for 1 minute:
* You gain advantage on Dexterity and Intelligence checks and saving throws.
* Your walking speed increases by 10 feet.
* Once per turn when you deal Sneak Attack damage, you can add your Intelligence modifier to that damage.
When Overclock ends, you take 1 level of exhaustion.
You can use this feature once per long rest, or expend a Hit Die to use it again.
Level 17: Master of the Net
You have become a legend of the digital world, a ghost in every system, a rumor on every line. While in a connected environment (any area with wireless or networked devices):
* You can use your bonus action to detect all creatures using electronic communication within 60 feet. You learn their number, location, and whether their systems are active or dormant.
* As an action, you can unleash a System Crash once per long rest. Every construct, drone, or device of your choice within 30 feet must make a Constitution saving throw (DC 8 + your Proficiency Bonus + your Intelligence modifier).
On a failed save, it is stunned until the end of your next turn and takes 6d8 lightning damage.
On a successful save, it takes half as much damage and is not stunned.